Mostrando 6 resultados de: 6
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Conference Object(6)
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Communications in Computer and Information Science(2)
IEEE Global Engineering Education Conference, EDUCON(2)
Lecture Notes in Networks and Systems(1)
Proceedings - International Conference on Augmented Intelligence and Sustainable Systems, ICAISS 2022(1)
Gamification Resources Applied to Reading Comprehension: Projects of Connection with Society Case Study
Conference ObjectAbstract: This research work focused on the use of gamification resources applied to virtual education, that iPalabras claves:Gamification, Learning and Knowledge Technologies (TAC), READING COMPREHENSION, Virtual Education, web 3.0 toolsAutores:HECTOR DANIEL MOROCHO LARA, María Cristina Páez Quinde, Pablo Hernández-Domínguez, Sarah Jacqueline Iza-PazmiñoFuentes:googlescopusGamification Tools as a Learning Strategy in Virtual Classes in University Students: Elemental Education Major Case Study
Conference ObjectAbstract: This research work focuses on the use of gamification as strategy learning tool for university studePalabras claves:Gamification, higher education, ict, Learning, Serious GamesAutores:Chasipanta-Nieves A., HECTOR DANIEL MOROCHO LARA, María Cristina Páez Quinde, Xavier Sulca-GualeFuentes:googlescopusGamification as a didactic strategy in a digital literancy: Case study for incacerated individuals
Conference ObjectAbstract: Currently, gamification has achieved to improve the commitment, performance and the motivation of usPalabras claves:digital literacy, Education, Gamification, MOTIVATION, MultimediaAutores:María Cristina Páez Quinde, María Fernanda Viteri Viteri, Ruth Infante-Paredes, Sánchez Guerrero Javier, Santiago Acurio MaldonadoFuentes:scopusGamification as a strategy in collaborative learning against virtual education in times of pandemic
Conference ObjectAbstract: This research focuses on the use of gamification in collaborative learning, which means, implementinPalabras claves:Covid-19 pandemic, Education, Gamification, Virtual Education, web 3.0 toolsAutores:Catherine P.C. Culqui, HECTOR DANIEL MOROCHO LARA, Marbella Escalante, María Cristina Páez QuindeFuentes:googlescopusGamification in the Development of Meaningful Mathematics Learning in Students with Unfinished Schooling
Conference ObjectAbstract: This article presents the experience of a meaningful learning proposal through the Classcraft platfoPalabras claves:Gamification, Meaningful learning, TAC, unfinished schooling, Virtual Education, web 3.0 toolsAutores:Luis Pujos-Zumbana, María Cristina Páez QuindeFuentes:scopusICT based Gamification in the Dissemination of Content
Conference ObjectAbstract: This research refers to gamification as a content strategy in marketing and aims to analyze author rPalabras claves:Author resources, Gamification, information and communication technologies, MARKETING, STRATEGIESAutores:Arroba-Freire E., María Cristina Páez Quinde, Molina-Arcos I., Tamayo-Viera J.Fuentes:googlescopus